NEW FANG ON THE BLOCK THE VRYKOLAKAS Character Levels For an additional challenge, the vrykolakas My research for various campaigns over the may have memories of who it was in life. Some years has turned up lots of resources for suggestions for how to incorporate character monsters I’ll never use. One that stuck with my levels follow. In general, two character levels was the vrykolakas, which (sort of) translates to are sufficient to drastically change the timbre of “werewolf” from the Greek – but their actions the coming conflict. show much more in common with what we think Barbarian: A Barbarian vrykolakas is more of in the modern day as vampires. feral and dangerous than its regular brethren. It Much of Bram Stoker’s undead Count delights in leaping into combat and rending as Dracula can be seen in the behavior of the many foes as possible to cause terror. vrykolakas. According to legends, the creature Bard: With bard levels, the creature is content drank blood, appearing fresher and larger with to choose a single target, research them for days each new victim, but unlike Dracula the from stealth, then drag them back to its lair. It vrykolakas can swell to inhuman proportions if may use Bardic Inspiration on itself only for not stopped. Additionally, this bloodsucker attacking its chosen target. needed to be invited in to a home to invade it – Clerics and Paladins: Both versions of this though it treated merely answering the door as vrykolakas typically wear ragged armor. Its an invitation; peasants could avoid a vrykolakas Channel Divinity works on the living, rather by simply not answering a knock at the door than the undead. after sundown. Druids: A druid vrykolakas loses any animal The vrykolakas had several powers that sets companion it may have had, but uses its Wild it apart from vampires in “vanilla” D&D lore. Shape and spells such as entangle to improve its First, it is a carrier of plagues, like many Slavic ambush abilities. revenants. Also, the vrykolakas sometimes Fighter: Vrykolakas fighters are heavily brings poltergeist-like activity to the villages it armored and often wield weapons that give it preys on. advantages in battle, such as nets and polearms, I have endeavored to bring these things into though rarely ranged weapons. It typically uses the stat block at right. Hopefully, this creature its Action Surge early to ensure it grapples a will challenge your party, both in combat and target. outside as they work against their assumptions Monk: A vrykolakas’ natural weapons are only of what a vampire does. further augmented by a monk’s talents. Their lairs tend to be old places of study, rather than Additional Complications where they died. Unless properly disposed of, a vrykolakas Ranger: Change their favored terrain to may return. A simple stake through the heart is wherever terrain they now live in. A former seldom sufficient. Rather, a vrykolakas must be ranger vrykolakas will place physical traps and tracked to its lair, the body must be destroyed choose its battlegrounds very, very carefully. through cremation or torn to part, and then silver Rogue: Cunning Action makes a Rogue or iron stakes must pin the remains to the earth. vrykolakas a dangerous “hit and run” combatant. An exorcism just to be on the safe side isn’t Sorcerers, Warlocks, and Wizards: The totally unwarranted either! vrykolakas will choose spells which enhance or complement its natural abilities, such as sleep or charm person. Vrykolakas The Lair Medium undead; CR: 5 A vrykolakas builds a lair close to its AC: 14, Speed: 30 ft, 30 climb HP: 105 hunting grounds, near where it was (10d12+40) originally buried. While in its lair, the Statistics: STR 17 (+3), DEX 14 (+2), CON creature is much more powerful. 19 (+4), INT 9 (-1), WIS 13 (+1), CHA 12 The land around the vrykolakas’ lair (+1) becomes increasingly isolated as chance Skills: Athletics +7, Stealth +6, Survival +5 accidents, natural disasters, and rockfalls Saves: STR +7, CON +8, CHA +5 block access in or out of the village it hunts Damage Immunities: Poison in. Over several months, a pall of sickness, Condition Immunities: Poisoned, Charmed old superstitions, and despair descends on Blindsight: 30 feet the unsuspecting population, further Embrace: The vrykolakas deals maximum preventing them from leaving. damage to a creature it has grappled. It’s not all bad news for the adventurers: Human Shield: While it grapples a creature, as mentioned above, the vrykolakas can be the vrykolakas gains +2 AC. Additionally, destroyed while in its lair as long as proper creatures it grapples automatically fail saves procedures are followed. against area-effect damage, such as against Additional Spells: The vrykolakas can cast burning hands or a fireball spell. telekinesis and wind wall 1/day in its lair, Quick: The creature receives Advantage on which is usually uses to block exits and Initiative rolls. force a close combat, where it holds most of Spells: The vrykolakas can cast the the cards. following spells as spell-like effects without Engorge: The first time a vrykolakas bites a the need for components. Saves are against creature in its lair, its size becomes Large, it the creature’s Charisma, DC 15. gains 39 (6d12) temporary hit points, and its 1/day, each: fog cloud, stinking cloud, gust damage dice increase one step, changing its of wind Bite attack to 14 (2d10+3) piercing and 5 Spider Climb: The vrykolakas can climb on (1d10) necrotic damage and its claw attack walls or ceilings as if under the effect of the to 10 (2d6+3) slashing damage. spider climb spell. ACTIONS Multiattack: The vrykolakas makes one Lair Actions claw attack and a bite attack, or two claw Wind Control: Each round with a 20 attacks. initiative, the vrykolakas may cast any of its Bite: Melee weapon attack, +6 to hit, reach 5 available spells or lair spells. ft, one target. Hit: 12 (2d8+3) piercing Perturbed Spirit: Each round with a 10 damage plus 4 (1d8) necrotic damage. A initiative, the creature can cause a telekinetic creature killed by this attack rises again as a storm (below) anywhere it can see within 60 vrykolakas the next night unless it is a holy feet. day. Telekinetic Storm: Ranged spell attack, +4 Claw: Melee weapon attack, +7 to hit, reach to hit, range 60 feet, all targets in 5 foot 5 ft, one target. Hit: 7 (2d4+3) slashing radius. Hit: 7 (2d6) bludgeoning damage. damage. If both attacks hit, the target is grappled. format, modify, translate and otherwise create Derivative Material OPEN GAMING LICENSE of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. Not for Permission to copy, modify and distribute the files collectively resale. Permission granted to print or photocopy this document for known as the System Reference Document 5.0 (“SRD5”) is personal use only. System Reference Document 5.0 2 2. 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